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https://github.com/scp-fs2open/fs2open.github.com.git
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460 lines
12 KiB
C++
460 lines
12 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Gamesnd/GameSnd.cpp $
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* $Revision: 2.7 $
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* $Date: 2004-07-26 20:47:30 $
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* $Author: Kazan $
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*
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* Routines to keep track of which sound files go where
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.6 2004/07/12 16:32:47 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.5 2004/04/26 00:25:08 taylor
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* don't preload every sound (fixes some slowdowns), snd_preload option support
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*
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* Revision 2.4 2004/04/03 02:55:49 bobboau
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* commiting recent minor bug fixes
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*
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* Revision 2.3 2004/03/05 09:02:00 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.2 2003/10/15 22:03:24 Kazan
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* Da Species Update :D
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*
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* Revision 2.1 2002/08/01 01:41:04 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:22 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:07 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 6 7/01/99 11:44a Dave
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* Updated object sound system to allow multiple obj sounds per ship.
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* Added hit-by-beam sound. Added killed by beam sound.
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*
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* 5 6/25/99 3:08p Dave
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* Multiple flyby sounds.
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*
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* 4 5/23/99 8:11p Alanl
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* Added support for EAX
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*
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* 3 10/23/98 3:51p Dave
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* Full support for tstrings.tbl and foreign languages. All that remains
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* is to make it active in Fred.
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*
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* 2 10/07/98 10:52a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:48a Dave
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*
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* 39 5/05/98 4:49p Lawrance
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* Put in code to authenticate A3D, improve A3D support
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*
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* 38 4/25/98 1:25p Lawrance
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* Make function for playing generic error beep
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*
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* 37 4/18/98 9:12p Lawrance
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* Added Aureal support.
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*
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* 36 3/29/98 12:56a Lawrance
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* preload the warp in and explosions sounds before a mission.
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*
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* 35 3/25/98 6:10p Lawrance
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* Work on DirectSound3D
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*
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* 34 2/22/98 2:48p John
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* More String Externalization Classification
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*
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* 33 1/17/98 12:33p John
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* Made the game_busy function be called a constant amount of times per
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* level load, making the bar prediction easier.
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*
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* 32 1/17/98 12:14p John
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* Added loading... bar to freespace.
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*
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* 31 1/11/98 11:14p Lawrance
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* Preload sounds that we expect will get played.
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*
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* 30 12/24/97 8:54p Lawrance
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* Integrating new popup code
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*
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* 29 12/19/97 3:44p Mike
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* Fix parse code. Would improperly read a number through a comma. Lots
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* of ships.tbl problems.
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*
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* 28 12/01/97 5:25p Hoffoss
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* Routed interface sound playing through a special function that will
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* only allow one instance of the sound to play at a time, avoiding
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* over-mixing problems.
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*
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* 27 11/20/97 1:06a Lawrance
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* Add Master_voice_volume, make voices play back at correctly scaled
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* volumes
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*
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* 26 10/17/97 1:36p Lawrance
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* load/unload interface sounds
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*
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* 25 10/14/97 11:35p Lawrance
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* change snd_load parameters
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*
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* 24 7/05/97 1:46p Lawrance
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* improve robustness of gameplay and interface sound loading/unloading
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*
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* 23 6/09/97 11:50p Lawrance
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* integrating DirectSound3D
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*
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* 22 6/08/97 5:59p Lawrance
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* flag sounds as 3D
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*
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* 21 6/05/97 11:25a Lawrance
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* use sound signatures to ensure correct sound is loaded
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*
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* 20 6/05/97 1:07a Lawrance
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* changes to support sound interface
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*
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* 19 6/04/97 1:18p Lawrance
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* added hooks for shield impacts
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*
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* 18 6/02/97 1:50p Lawrance
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* supporting new format of sounds in table
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*
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* 17 5/14/97 9:54a Lawrance
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* supporting mission-specific briefing music
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*
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* 16 5/08/97 1:56p Lawrance
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* supporting ship-specific engine sounds
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*
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* 15 5/06/97 9:36a Lawrance
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* added support for min and max distances for 3d sounds
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*
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* 14 4/23/97 5:19p Lawrance
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* split up misc sounds into: gamewide, ingame, and interface
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*
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* 13 4/20/97 11:48a Lawrance
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* added array of filenames for misc sounds. Will be useful if we want to
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* unload then re-load sounds
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*
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* 12 4/20/97 11:19a Lawrance
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* sndman_ interface obsolete. Using snd_ functions to load, play, and
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* manage static sound fx
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*
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* 11 4/18/97 4:31p Mike
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* Add support for default volume levels.
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*
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* 10 3/20/97 11:04a Lawrance
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* using incorrect constant when loading music filenames
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*
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* 9 3/19/97 5:53p Lawrance
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* integrating new Misc_sounds[] array (replaces old Game_sounds
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* structure)
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*
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* 8 3/17/97 3:47p Mike
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* Homing missile lock sound.
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* More on AI ships firing missiles.
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*
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* 7 3/10/97 8:54a Lawrance
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* added gamesnd_init_looping_sounds()
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*
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* 6 2/28/97 8:41a Lawrance
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* added afterburner engage and burn sounds
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*
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* 5 2/14/97 12:37a Lawrance
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* added hooks to play docking/undocking sounds
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*
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* 4 2/13/97 12:03p Lawrance
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* hooked in throttle sounds
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*
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* 3 2/05/97 10:35a Lawrance
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* supporting spooled music at menus, briefings, credits etc.
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*
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* 2 1/20/97 7:58p John
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* Fixed some link errors with testcode.
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*
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* 1 1/20/97 7:08p John
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*
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* $NoKeywords: $
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*/
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#include "gamesnd/gamesnd.h"
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#include "localization/localize.h"
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#include "species_defs/species_defs.h"
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#include "parse/parselo.h"
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// Global array that holds data about the gameplay sound effects.
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game_snd Snds[MAX_GAME_SOUNDS];
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// Global array that holds data about the interface sound effects.
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game_snd Snds_iface[MAX_INTERFACE_SOUNDS];
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int Snds_iface_handle[MAX_INTERFACE_SOUNDS];
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// flyby sounds - 2 for each species (fighter and bomber flybys)
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game_snd Snds_flyby[MAX_SPECIES_NAMES][2];
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void gamesnd_play_iface(int n)
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{
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if (Snds_iface_handle[n] >= 0)
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snd_stop(Snds_iface_handle[n]);
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Snds_iface_handle[n] = snd_play(&Snds_iface[n]);
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}
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// load in sounds that we expect will get played
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//
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// The method currently used is to load all those sounds that have the hardware flag
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// set. This works well since we don't want to try and load hardware sounds in on the
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// fly (too slow).
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void gamesnd_preload_common_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) {
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gs = &Snds[i];
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if ( gs->filename[0] != 0 && stricmp(gs->filename, NOX("none.wav")) ) {
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if ( gs->preload ) {
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gs->id = snd_load(gs);
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}
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}
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game_busy(); // Animate loading cursor... does nothing if loading screen not active.
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_load_gameplay_sounds()
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//
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// Load the ingame sounds into memory
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//
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void gamesnd_load_gameplay_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) {
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gs = &Snds[i];
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if ( gs->filename[0] != 0 && stricmp(gs->filename, NOX("none.wav")) ) {
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if ( !gs->preload ) { // don't try to load anything that's already preloaded
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gs->id = snd_load(gs);
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}
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_unload_gameplay_sounds()
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//
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// Unload the ingame sounds from memory
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//
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void gamesnd_unload_gameplay_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) {
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gs = &Snds[i];
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if ( gs->id != -1 ) {
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snd_unload( gs->id );
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gs->id = -1;
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_load_interface_sounds()
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//
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// Load the interface sounds into memory
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//
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void gamesnd_load_interface_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < MAX_INTERFACE_SOUNDS; i++ ) {
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gs = &Snds_iface[i];
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if ( gs->filename[0] != 0 && stricmp(gs->filename, NOX("none.wav")) ) {
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gs->id = snd_load(gs);
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_unload_interface_sounds()
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//
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// Unload the interface sounds from memory
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//
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void gamesnd_unload_interface_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < MAX_INTERFACE_SOUNDS; i++ ) {
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gs = &Snds_iface[i];
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if ( gs->id != -1 ) {
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snd_unload( gs->id );
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gs->id = -1;
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gs->id_sig = -1;
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_parse_line()
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//
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// Parse a sound effect line
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//
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void gamesnd_parse_line(game_snd *gs, char *tag)
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{
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int is_3d;
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required_string(tag);
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stuff_int(&gs->sig);
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stuff_string(gs->filename, F_NAME, ",");
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if ( !stricmp(gs->filename,NOX("empty")) ) {
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gs->filename[0] = 0;
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advance_to_eoln(NULL);
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return;
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}
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Mp++;
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stuff_int(&gs->preload);
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stuff_float(&gs->default_volume);
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stuff_int(&is_3d);
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if ( is_3d ) {
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gs->flags |= GAME_SND_USE_DS3D;
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stuff_int(&gs->min);
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stuff_int(&gs->max);
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}
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advance_to_eoln(NULL);
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
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//
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//
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void gamesnd_parse_soundstbl()
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{
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int rval;
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int num_game_sounds = 0;
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int num_iface_sounds = 0;
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// open localization
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lcl_ext_open();
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gamesnd_init_sounds();
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if ((rval = setjmp(parse_abort)) != 0) {
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Error(LOCATION, "Unable to parse sounds.tbl! Code = %i.\n", rval);
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}
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else {
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read_file_text("sounds.tbl");
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reset_parse();
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}
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// Parse the gameplay sounds section
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required_string("#Game Sounds Start");
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while (required_string_either("#Game Sounds End","$Name:")) {
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Assert( num_game_sounds < MAX_GAME_SOUNDS);
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gamesnd_parse_line( &Snds[num_game_sounds], "$Name:" );
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num_game_sounds++;
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}
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required_string("#Game Sounds End");
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// Parse the interface sounds section
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required_string("#Interface Sounds Start");
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while (required_string_either("#Interface Sounds End","$Name:")) {
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Assert( num_iface_sounds < MAX_INTERFACE_SOUNDS);
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gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
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num_iface_sounds++;
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}
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required_string("#Interface Sounds End");
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// parse flyby sound section
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required_string("#Flyby Sounds Start");
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#if defined(MORE_SPECIES)
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char cstrtemp[SPECIES_NAME_MAXLEN+3];
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for (int i = 0; i < True_NumSpecies; i++)
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{
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sprintf(cstrtemp, "$%s:", Species_names[i]);
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gamesnd_parse_line(&Snds_flyby[i][0], cstrtemp);
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gamesnd_parse_line(&Snds_flyby[i][1], cstrtemp);
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}
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#else
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// read 2 terran sounds
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gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][0], "$Terran:");
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gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][1], "$Terran:");
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// 2 vasudan sounds
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gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][0], "$Vasudan:");
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gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][1], "$Vasudan:");
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gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][0], "$Shivan:");
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gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][1], "$Shivan:");
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#endif
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required_string("#Flyby Sounds End");
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// close localization
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lcl_ext_close();
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_init_struct()
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//
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void gamesnd_init_struct(game_snd *gs)
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{
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gs->filename[0] = 0;
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gs->id = -1;
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gs->id_sig = -1;
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// gs->is_3d = 0;
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// gs->use_ds3d = 0;
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gs->flags = 0;
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_init_sounds() will initialize the Snds[] and Snds_iface[] arrays
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//
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void gamesnd_init_sounds()
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{
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int i;
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// init the gameplay sounds
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for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) {
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gamesnd_init_struct(&Snds[i]);
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}
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// init the interface sounds
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for ( i = 0; i < MAX_INTERFACE_SOUNDS; i++ ) {
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gamesnd_init_struct(&Snds_iface[i]);
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Snds_iface_handle[i] = -1;
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}
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}
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// callback function for the UI code to call when the mouse first goes over a button.
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void common_play_highlight_sound()
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{
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gamesnd_play_iface(SND_USER_OVER);
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}
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void gamesnd_play_error_beep()
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{
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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